great erico thx a lot but unfortunately i need a textured one and if you can an animated one also !no scene if it possible only the object .

Problem with LW is that it doesn't store bone info in object file but in scene file. Object only stores morphing data (and that's exactly kind of deformation we have in GLB now) and skelegons (skelegons are kind of bones in default position). All of the bone deformation is stored in lws file.

first only static objects then .erico : please make a textured primitive (cube) and use one option for every cube .i guess i need one file with uv mapped , one file with surface parameter and so on.

thx a lot

all right, will do it later today when I get home, will also do balls too as surface parameters are better seen on those.

about the endomorph, if you can mix them they are quite nice, like you have pose A B C, then you use 25% of pose plus -30% of pose B and then add 10 % of pose C. quite powerfull.It would also be really nice if lightwave scenes get to be imported, camera and light info, object hierarquy, bones and so on, just the basics..

Marmor, even if only obj import is done it will be heaven for me thanks a lot for your time into it,pm me if anything needed.

Problem with LW is that it doesn't store bone info in object file but in scene file. Object only stores morphing data

last few lightwaves you were able to draw bones on the object files, never timeline animate them, but draw you can.as well as setting pivot points to layered structured objects and hierarque them as required.

Yes, that's what Newtek calls Skelegons - it's just bones drawn in default position. You have to go to Layout to convert them to "real" bones.

I would like to suggest, again, to consider COLLADA as a 3D file format. Even Newtek was about to ditch lwo/lws in favor of Collada as main file format in LW Core, but decided against it due to various other circumstances.

Really, Collada has all that's needed currently:- It's an open format- Supports bones and billion other features.- Text based (XML)- It' current industry standard, it can be read/written by almost any software (maya, max, lw, xsi, blender...)- Tightly tied to OpenGL - it's maintained by Khronos group.http://en.wikipedia.org/wiki/COLLADAhttp://www.khronos.org/collada/